Reference
[ Art | Business | Fiction | General ]
We've included below some of the reference materials that we found useful when writing our Ironclaw game. Where appropriate, we have links to places where you can order this stuff.
Art
![]() | How to Draw Anime & Game Characters: Basics for Beginners and Beyond by Tadashi OzawaOne of the better books on making anime characters. This book is particularly nifty in that it shows the "typical" types of anime characters, how to composite a cover, and (especially good) a comparison of a "fannish" picture to a finished one. Now available in English! |
| (no picture) | The Art of Final Fantasy IX by Dan Birlew, et al.Freya Crescent rules! ^.^ Well, that and you get to see those nifty watercolors by Y. Amano (famous for his work in Vampire Hunter D and Sandman, as well as many of the Final Fantasy titles), the character design by H. Manabi (Digimon), and stills of the CG-rendered sequences. |
![]() | Atlas of the Human Anatomy for the Artist by Stephen Rodgers PeckSome of the more popular "how to draw" books can be picked up in any old chapter, and this is one of the better ones. Included are some nice demonstrations on bones, muscle, balance, motion vs. still, body types, and differences between genders and ages. Recommended for those artists who are having trouble with a particular thing or two and are looking for pointers. |
![]() ![]() ![]() | Books by Jack Hamm: |
| (no picture) | Dynamic Anatomy by Burne HogarthBurne Hogarth has written lots of books related to art. This one stands out as the one that has strong influenced the comics of the 1990s, such as Spawn and its ilk. |
![]() | How to Draw Comics the Marvel Way by Stan Lee, et al.In the 1960s, Marvel Comics stood out as a breath of fresh air in the moribund comics industry. This book explains some of the finer points. While obviously written with an eye towards marketing to the younger set, there are some items in here that are still useful to today's crop of artists. Most notable are its "good/bad" contrasts, showing how not to draw a page (using no perspective, stiff characterizations, etc.) and then how to draw the same scene with more dynamic action. Worth a look-see. |
![]() ![]() ![]() | Peachpit Press Wow! Books: |
![]() | Understanding Comics: the Invisible Art by Scott McCloudConcise and clear, while never pretentious or dismissive, Understanding Comics is an excellent guide to what the modern form of comic, or "sequential illustration", is all about. This book includes terminology, discussions of technique, real-world issues such as production technology and commerce, and even a short treatise on "what is art". No comic illustrator's library should be without this book. |
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Business
![]() | The E Myth: Why Most Small Business Don't Work and What to Do About It by Michael GerberLearn from the mistakes of others! Before going into business for yourself, find out how others did it first. If only more self-publishers had read this book, maybe their ventures would have proved more successful. This book is mostly noteable for its discussions on the different hats a small business owner must wear, and how one has to keep at it despite setbacks. |
![]() | The Mythical Man-Month : Essays on Software Engineering by Frederick P. Brooks Jr.What's this book doing in a list of role-playing game references? RPG Design and Software Engineering have a lot in common: they're both "systems" that let folks get stuff done. Written in the 1970s (with such neat comments such as the price of renting memory at "$40 per megabyte, although this is expected to go down"), it is still very timely today with its frank discussions of time management and how some things simply won't be done right the first time. |
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Fiction
![]() | Tales of the Dying Earth, by Jack VanceThe Lyonesse Trilogy, by Jack Vance: |
![]() | The Black Company by Glen CookWhen it comes to books about "the lesser of two evils", few can match Glen Cook for fantasy where the main characters are just deep in it and snorkeling. "The Black Company" follows the exploits of a mercenary company employed by the 2nd Most Evil Being in the World, known only as "The Lady", as she fights the 1st Most Evil Being in the World, "the Dominator." (Later in the series, the Company solicits the help from a being that may or may not be involved with something even MORE evil, but .. well, read the books. ^.^ ) |
![]() | The Tower of Fear by Glen Cook"The Tower of Fear" is about a faux-Roman Empire that has dominated a faux-Muslim country that is fighting to find out what *really* happened to their most powerful wizard... who probably isn't dead after all. Very "gamer-oriented" and a good read for those who want to see how to run a political intrigue campaign. |
![]() | Elric of Melniboné by Michael MoorcockMichael Moorcock has written more than one book about a decadent empire of effete sybarites in decline, but this book stands out with most readers, especially the goth set. The title character, Elric, is a sickly albino at the end of thousands of generations of a noble house, the product of forbidden worship and centuries of inbreeding. His stories are about greed, madness, betrayal, and other unsavoriness. Most power-gamers prefer to focus on Elric's phenomenal spell-casting abilities and his soul-sucking, god-slaying sword "Stormbringer". Most gothophiles prefer to focus on how, despite all of Elric's power, he is still depressed and lonely. I recommend this series because there's a bit more to it than these two things. |
![]() | The Urth of the New Sun series by Gene Wolfe:Shadow & Claw: The First Half of the Book of the New Sun — The Shadow of the Torturer/the Claw of the Conciliator |
![]() | The Three Musketeers by Alexander DumasThis is one of those books that more people should've read, but haven't. Alexander Dumas tells a wonderful tale of the proud and overconfident who win the day through clever improvisation and derring-do. This is an excellent book to show folks that there's more an action-adventure fantasy than just dwarves, elves, and prophecy. Of particular importance is the political schism between the King's Musketeers and the Cardinal's Guard -- folks who hate each other but can't act in open defiance of the law. A major inspiration of Ironclaw authors. |
| (no picture) | The Spellsinger series by Alan Dean Foster: |
![]() | The Redwall series by Brian Jacques |
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General
| (no picture) | Systemantics: The Underground Text of Systems Lore by John GallI read this book many years ago, before I even started role-playing. A "system" is a method of doing things or employing things, and the author cites what happens when a system becomes popular. People try to "optimize" it; folks show up with a vested interest in perpetuating the system. This book not only applies to business in general, and role-playing game systems in particular, but it also has application for other "systems" such as law, and politics. Our Ironclaw game, after all, concerns a society in a state of change from good ol' medievalism to a modern Renaissance -- and there are lords and ladies with a vested interest in keeping the "system" that has already served them well for hundreds of years... |
![]() | General System Theory: Foundations, Development, Applications by Ludwig von BertalanfyBy Ludwig von Bertalanfy, this book is the seminal work on systems theory. It essentially details the first ideas about systems and how they are autopoietic. (That's a 3-dollar word for "self-regulating.") Things out of balance do not long stay that way for very good reasons. Originally written as a work on biology, it has many applications to the realm of history, sociology and economics. |
| (no picture) | Power and Powerlessness: Quiescence and Rebellion in an Appalachian Valley by John GaventaHow does A get B to do what A wants? Mr. Gaventa details political structure from a very realpolitik view and leaves no one unbruised. He covers the basics of power relationships and their structures. |
![]() | The Art of Dramatic Writing by Lajos EgriCharacterization is fully explored in this magnificent book on how to show the reader what you mean rather than tell them. Mr. Egri firmly believes that if you understand your characters motivation, they will write your play for you. |
![]() | Books by Robert Axelrod: |
![]() | The Writer's Digest Character Naming Sourcebook by Sherrilyn Kenyon, et al.One of the best "naming books" out on the market for historical and medieval settings in particular. The names are grouped by origin first, with an alphabetical index in the back. Also included is a brief essay on character-naming theory. (As a side note, I was amused to find a review on Amazon.com by someone who was disappointed in the book, declaring it "definitely for the specialty writer [RPG players and writers of romance novels].") |
![]() | Books by Bill Whitcomb: |
![]() | A History of Architechture: Settings and Rituals by Spiro Kostof, et al.No mere survey of famous buildings, History examines a surprisingly wide variety of manmade structures: prehistoric huts and the TVA, the pyramids at Giza and the 19th century railway station, the ziggurat and the department store. Some nice color photos and some very well-rendered maps. |
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